Posted October 31, 2022
The Final Episode: Part 1 Update 0.782 (June 8, 2023)
Headline
• Beginnings of a Codex added! Containing lore, monster killcounts and tutorials. Some descriptions are still a work in progress
• Exodus 2.0, motorbike replaced with a hover bike. Map completely revamped and extended.
• Vastly improved gamepad support (no support for the built in level editor however)
• You can now rebind gamepad buttons
• Option to toggle micro missile launcher
• Augments now have letters displaying which slot they belong to (in the Splice shop)
• More polish on Jazz and Ripper boss fights
• Fixed custom maps, players no longer fall through the floor on start
• Car now fires rockets
Endless
• Highlight added to last remaining enemies in a wave
• Armor now shows up in all difficulties
• Option to have enemies drop health and ammo on death added to options
• Slider to set the monster starting wave offset
• Fixed map collision issues
• Prompt added to let players know their Zhen intake is multiplied
• Endless: Items will respawn at the end of waves
• Fixed ammo placement in regards to Hazard Zones
Custom Maps
• Fixed navigation issues where TurboScape geometry was not generating navigation meshes
Boss Fights
• Ripper fight: She now fires Micro Missiles
• Ripper fight: Improved Jetpack effects
• Ripper fight: Sound effects pass
• Ripper fight: Larger hitbox on Ripper
• Ripper fight: Improved decoy spawn effects
• Ripper fight: Fixed bug where Ripper decoys could be targetted past their death
• Ripper fight: Telefragger now fires 3 shots, and they are devastating!
• Ripper fight: Ripper now only spawns health and ammo when she enters the Jetpack state
• Ripper fight: Ripper shotgun blast is super effective up close, but will only trigger when the player gets too close
• Jazz fight: You can now electrocute Jazz
• Jazz fight: Health increased from 4000 to 9000
• Jazz fight: He will no longer activate Turbo-Time if he is on fire
• Jazz fight: Made hitbox larger (he more thicc)
• Jazz fight: Added environmental traps that will cause Jazz to flinch
• Jazz fight: The frequency of time Jazz taunts the player is reduced by half
• Jazz fight: Reduced spread and increased damage of uzi shots
Balance
• Rockets reduced from 28 to 18
• Changing difficulty will now reload the last checkpoint and will reconfigure the level to spawn items correctly
• You can no longer change difficulty to one higher than what you have selected ingame (prevents level breaking)
• Virgin Blood balancing: Damage reduced to 0.3 from 0.55
• Virgin Blood balancing: Projectile Speed values reduced to 0.5 from 0.75
• Enemies now run 2x faster on the difficulty 'Serve Me Pain'
• The Teddy's slam attack has been completely refactored, now makes a ring of damage around his position, rather than a tracking attack
• Removed Teddy shockwave warning, since the attack has been refactored
• Belcher grenade explodes with the pink explosion if its been grabbed (far more effective)
• Belcher grenade aligns correctly when released from Plasma Gun projectile grab
• Slightly slowed down Sloth rocket speed after Projectile Grabber grab
• Drastically increased enemy readability through spotlights
• Flamethrower spread speed increased from 30 to 38, giving it more range and making it faster
• You can telefrag the Technopede's severed head
• Instagibber on Magnum's now consume 5 bullets per shot when in Instagib mode
• Heavy Grizzler now takes chainsaw damage (this was breaking Chainsaw only runs)
• Slightly slowed down Meatballs
• Armor now provides more damage reduction
• Projectile Grabber can no longer grab Thug or Turret projectiles, since they always got in the way of more powerful projectiles
• Reworked the Plasma Gun projectile grabber ammo consumption
• Telefragger now consumes 3 cells per shot
Bug Fixes
• Collision improvements to the cars projectiles (had to slow them down a little too)
• AI Navigation radius tweaks to make sure they don't run into walls as often
• Fixed Meatballs going through world geometry (mostly)
• Fixed bug on Rooftops where vehicles would not work correctly on respawn
• Fixed bug on Rooftops where the car tutorial would stop the UI and interactions working
• Fixed a bug where secret levels were saving/accessing save data
• Fixed a hole in the ceiling in the acid arena in The Wastes (by Ion Cannon spawn)
• Fixed killcount on The Wastes
• Rammer can now die when lit on fire
• Fixed Rammer flame effects
• Fixed kill count in Toxin Refinery
• Damage numbers doubling up fixed
• 3x Enemies Tech Chip will respawn enemies correctly on loading
• Car will correctly load from save data, even if you have left it somewhere else on the map
• Telefragger aiming issues regarding frame rates resolved
• Fixed a bug where projectiles grabbed by the Plasma Gun would sometimes remain in the air
• Fixed a bug where if you play the game after playing the demo, shops will fail to close
• Fixed a bug where the Projectile Grabber will corrupt Sloth rockets, making them always self destruct
• Fixed a bug where the confirmation box would sometimes not appear when using a gamepad
• Grapple Hook no longer works when locked in a lift sequence
• Barges in Syn now go forward instead of sideways
• Tutorial prompts are a lot more consistent between playthroughs and will only pop up once
• Change Profile button now works with the gamepad
• Accolades screen now works with the gamepad
• The gamepad cursor will now be invisible while interacting with confirmation boxes
• Reduced the chances that an enemy will push players through world geometry
Map Tweaks
• Added some monsters on the bridge before the lift in Pressure Point
• Pressure Point skybox improvements
• Added a skybox and more neon elements to Outskirts
• Added a skybox to The Wastes and fixed a lightmapping error
• Added more neon elements to Paradise Lost
• Added a skybox to The Wastes, showing the powerplant in the distance
• Emergence: Pathing improved, also added some more lights around doors
• Battle Alley: Extended wall running section, improved pathing
Controls
• Improved auto-aim features for controllers
• Add hood riding tutorial to the Codex
Visuals/Audio
• New will pop up on items that are newly added to stores
• Increased item visibility
• Spread Reduction is less green when equipped
• Reverted to single colored Augment buttons, but now there is text displaying which augment slot the augment belongs to
• Fixed footstep audio having a clipping sound
• Lowered voice overs by 2db
• Increased default music volume slightly
• Rain fx no longer render on ceiling
• Brightened up some doors
• Switches are now a lot more obvious
• Telefragger now has a X display on what cannot be teleported into
Turbo-ed
• Fixed menu UI bugs not displaying some elements
• Beginnings of a Codex added! Containing lore, monster killcounts and tutorials. Some descriptions are still a work in progress
• Exodus 2.0, motorbike replaced with a hover bike. Map completely revamped and extended.
• Vastly improved gamepad support (no support for the built in level editor however)
• You can now rebind gamepad buttons
• Option to toggle micro missile launcher
• Augments now have letters displaying which slot they belong to (in the Splice shop)
• More polish on Jazz and Ripper boss fights
• Fixed custom maps, players no longer fall through the floor on start
• Car now fires rockets
Endless
• Highlight added to last remaining enemies in a wave
• Armor now shows up in all difficulties
• Option to have enemies drop health and ammo on death added to options
• Slider to set the monster starting wave offset
• Fixed map collision issues
• Prompt added to let players know their Zhen intake is multiplied
• Endless: Items will respawn at the end of waves
• Fixed ammo placement in regards to Hazard Zones
Custom Maps
• Fixed navigation issues where TurboScape geometry was not generating navigation meshes
Boss Fights
• Ripper fight: She now fires Micro Missiles
• Ripper fight: Improved Jetpack effects
• Ripper fight: Sound effects pass
• Ripper fight: Larger hitbox on Ripper
• Ripper fight: Improved decoy spawn effects
• Ripper fight: Fixed bug where Ripper decoys could be targetted past their death
• Ripper fight: Telefragger now fires 3 shots, and they are devastating!
• Ripper fight: Ripper now only spawns health and ammo when she enters the Jetpack state
• Ripper fight: Ripper shotgun blast is super effective up close, but will only trigger when the player gets too close
• Jazz fight: You can now electrocute Jazz
• Jazz fight: Health increased from 4000 to 9000
• Jazz fight: He will no longer activate Turbo-Time if he is on fire
• Jazz fight: Made hitbox larger (he more thicc)
• Jazz fight: Added environmental traps that will cause Jazz to flinch
• Jazz fight: The frequency of time Jazz taunts the player is reduced by half
• Jazz fight: Reduced spread and increased damage of uzi shots
Balance
• Rockets reduced from 28 to 18
• Changing difficulty will now reload the last checkpoint and will reconfigure the level to spawn items correctly
• You can no longer change difficulty to one higher than what you have selected ingame (prevents level breaking)
• Virgin Blood balancing: Damage reduced to 0.3 from 0.55
• Virgin Blood balancing: Projectile Speed values reduced to 0.5 from 0.75
• Enemies now run 2x faster on the difficulty 'Serve Me Pain'
• The Teddy's slam attack has been completely refactored, now makes a ring of damage around his position, rather than a tracking attack
• Removed Teddy shockwave warning, since the attack has been refactored
• Belcher grenade explodes with the pink explosion if its been grabbed (far more effective)
• Belcher grenade aligns correctly when released from Plasma Gun projectile grab
• Slightly slowed down Sloth rocket speed after Projectile Grabber grab
• Drastically increased enemy readability through spotlights
• Flamethrower spread speed increased from 30 to 38, giving it more range and making it faster
• You can telefrag the Technopede's severed head
• Instagibber on Magnum's now consume 5 bullets per shot when in Instagib mode
• Heavy Grizzler now takes chainsaw damage (this was breaking Chainsaw only runs)
• Slightly slowed down Meatballs
• Armor now provides more damage reduction
• Projectile Grabber can no longer grab Thug or Turret projectiles, since they always got in the way of more powerful projectiles
• Reworked the Plasma Gun projectile grabber ammo consumption
• Telefragger now consumes 3 cells per shot
Bug Fixes
• Collision improvements to the cars projectiles (had to slow them down a little too)
• AI Navigation radius tweaks to make sure they don't run into walls as often
• Fixed Meatballs going through world geometry (mostly)
• Fixed bug on Rooftops where vehicles would not work correctly on respawn
• Fixed bug on Rooftops where the car tutorial would stop the UI and interactions working
• Fixed a bug where secret levels were saving/accessing save data
• Fixed a hole in the ceiling in the acid arena in The Wastes (by Ion Cannon spawn)
• Fixed killcount on The Wastes
• Rammer can now die when lit on fire
• Fixed Rammer flame effects
• Fixed kill count in Toxin Refinery
• Damage numbers doubling up fixed
• 3x Enemies Tech Chip will respawn enemies correctly on loading
• Car will correctly load from save data, even if you have left it somewhere else on the map
• Telefragger aiming issues regarding frame rates resolved
• Fixed a bug where projectiles grabbed by the Plasma Gun would sometimes remain in the air
• Fixed a bug where if you play the game after playing the demo, shops will fail to close
• Fixed a bug where the Projectile Grabber will corrupt Sloth rockets, making them always self destruct
• Fixed a bug where the confirmation box would sometimes not appear when using a gamepad
• Grapple Hook no longer works when locked in a lift sequence
• Barges in Syn now go forward instead of sideways
• Tutorial prompts are a lot more consistent between playthroughs and will only pop up once
• Change Profile button now works with the gamepad
• Accolades screen now works with the gamepad
• The gamepad cursor will now be invisible while interacting with confirmation boxes
• Reduced the chances that an enemy will push players through world geometry
Map Tweaks
• Added some monsters on the bridge before the lift in Pressure Point
• Pressure Point skybox improvements
• Added a skybox and more neon elements to Outskirts
• Added a skybox to The Wastes and fixed a lightmapping error
• Added more neon elements to Paradise Lost
• Added a skybox to The Wastes, showing the powerplant in the distance
• Emergence: Pathing improved, also added some more lights around doors
• Battle Alley: Extended wall running section, improved pathing
Controls
• Improved auto-aim features for controllers
• Add hood riding tutorial to the Codex
Visuals/Audio
• New will pop up on items that are newly added to stores
• Increased item visibility
• Spread Reduction is less green when equipped
• Reverted to single colored Augment buttons, but now there is text displaying which augment slot the augment belongs to
• Fixed footstep audio having a clipping sound
• Lowered voice overs by 2db
• Increased default music volume slightly
• Rain fx no longer render on ceiling
• Brightened up some doors
• Switches are now a lot more obvious
• Telefragger now has a X display on what cannot be teleported into
Turbo-ed
• Fixed menu UI bugs not displaying some elements
Post edited June 10, 2023 by Berzerk2k2